var status = -1;

function action(d, c, b) {
    status++;
    var a = -1;
    if (status <= a++) {
        cm.dispose()
    } else {
        if (status === a++) {
            cm.curNodeEventEnd(true);
            cm.eventSKill(0);
            cm.setInGameDirectionMode(true, false, true);
            cm.inGameDirectionEvent_SetAdditionalEffectVisibleForInGameDirection();
            cm.setStandAloneMode(true);
            cm.fieldEffect_InsertCanvas(1, 255, 0, 0, 0, 0, 0);
            cm.inGameDirectionEvent_AskAnswerTime(1000)
        } else {
            if (status === a++) {
                cm.curNodeEventEnd(true);
                cm.fieldEffect_ProcessOnOffLayer("00", "Effect/Direction21.img/Elodin/deepforest/0", 0, 1500, 0, 0, 12, 4, 1);
                cm.setAmbience("SoundEff.img/Elodin/forest", 40, 60);
                cm.inGameDirectionEvent_AskAnswerTime(4500)
            } else {
                if (status === a++) {
                    cm.sendNormalTalk("……虽然既黑暗又阴森……但好像没听到安所说的惨叫声和咆哮声……", 3, 0, false, true)
                } else {
                    if (status === a++) {
                        cm.sendNormalTalk("还是……先回去吧。继续留在这里……感觉还挺恐怖的……", 3, 0, true, true)
                    } else {
                        if (status === a++) {
                            cm.inGameDirectionEvent_AskAnswerTime(2000)
                        } else {
                            if (status === a++) {
                                cm.setAmbience("SoundEff.img/Elodin/forest", 70, 60);
                                cm.inGameDirectionEvent_AskAnswerTime(2000)
                            } else {
                                if (status === a++) {
                                    cm.sendNormalTalk("呃……野兽的咆哮声好像越来越大了。", 3, 0, false, true)
                                } else {
                                    if (status === a++) {
                                        cm.inGameDirectionEvent_AskAnswerTime(2000)
                                    } else {
                                        if (status === a++) {
                                            cm.setAmbience("SoundEff.img/Elodin/scream_far", 100, 60);
                                            cm.inGameDirectionEvent_AskAnswerTime(2000)
                                        } else {
                                            if (status === a++) {
                                                cm.sendNormalTalk("！！！惨……惨叫声！", 3, 0, false, true)
                                            } else {
                                                if (status === a++) {
                                                    cm.inGameDirectionEvent_AskAnswerTime(1000)
                                                } else {
                                                    if (status === a++) {
                                                        cm.fieldEffect_ProcessOnOffLayer("01", "Effect/Direction21.img/Elodin/deepforest/1", 0, 1500, 0, 0, 12, 4, 1);
                                                        cm.inGameDirectionEvent_AskAnswerTime(2500)
                                                    } else {
                                                        if (status === a++) {
                                                            cm.sendNormalTalk("呃啊啊！怪……怪物！！！！", 3, 0, false, true)
                                                        } else {
                                                            if (status === a++) {
                                                                cm.inGameDirectionEvent_AskAnswerTime(1000)
                                                            } else {
                                                                if (status === a++) {
                                                                    cm.fieldEffect_ProcessOnOffLayer("00", "", 2, 500, 0, 0, 0, 0, 0);
                                                                    cm.fieldEffect_ProcessOnOffLayer("01", "", 2, 500, 0, 0, 0, 0, 0);
                                                                    cm.fieldEffect_InsertCanvas(1, 255, 0, 0, 0, 500, 0);
                                                                    cm.inGameDirectionEvent_AskAnswerTime(500)
                                                                } else {
                                                                    if (status === a++) {
                                                                        cm.inGameDirectionEvent_AskAnswerTime(500)
                                                                    } else {
                                                                        if (status === a++) {
                                                                            cm.playSoundEffDirectly("SoundEff.img/Elodin/scream_far");
                                                                            cm.playSoundEffDirectly("SoundEff.img/Elodin/forest");
                                                                            cm.OverlapScreenDetail19(0, 1000, 3000, 1);
                                                                            cm.inGameDirectionEvent_PushScaleInfo(0, 1000, 2147483647, 2147483647, 2147483647)
                                                                        } else {
                                                                            if (status === a++) {
                                                                                cm.inGameDirectionEvent_PushMoveInfo(1, 0, 0, 0)
                                                                            } else {
                                                                                if (status === a++) {
                                                                                    cm.inGameDirectionEvent_AskAnswerTime(300)
                                                                                } else {
                                                                                    if (status === a++) {
                                                                                        cm.fieldEffect_RemoveOverlapScreenDetail(1000);
                                                                                        cm.inGameDirectionEvent_PushMoveInfo(1, 0, 0, 0)
                                                                                    } else {
                                                                                        if (status === a++) {
                                                                                            cm.setStandAloneMode(false);
                                                                                            cm.eventSKill(0);
                                                                                            cm.setInGameDirectionMode(false, true, false);
                                                                                            cm.dispose();
                                                                                            cm.warp(101081000, 0)
                                                                                        }
                                                                                    }
                                                                                }
                                                                            }
                                                                        }
                                                                    }
                                                                }
                                                            }
                                                        }
                                                    }
                                                }
                                            }
                                        }
                                    }
                                }
                            }
                        }
                    }
                }
            }
        }
    }
}

function start() {
    status = -1;
    action(1, 0, 0)
};